# z64compress `z64compress` is a program for compressing Zelda 64 roms: be they retail, hacked traditionally, or custom-built from the [`Ocarina of Time`](https://github.com/zeldaret/oot) or [`Majora's Mask`](https://github.com/zeldaret/mm) reverse engineering projects. It is written in highly efficient C and leverages the power of multithreading to make compression as fast as possible. To reduce overhead on subsequent compressions, an optional cache directory can be specified. In addition to the default `yaz`, it supports some faster and more compact algorithms such as `lzo`, `ucl`, and `aplib`. In order to use these, grab patches or code from my [`z64enc` repository](https://github.com/z64me/z64enc). If you add an algorithm, please make sure `valgrind` reports no memory leaks or other errors before making a pull request. Thank you! (By the way, `valgrind` works better without the `-march=native -mtune=native` optimizations, so turn those off when testing `valgrind`.) ## Usage This is a command line application. Learn from these common examples and adapt the arguments to your needs: ``` compressing oot debug --in "path/to/in.z64" --out "path/to/out.z64" --mb 32 --codec yaz --cache "path/to/cache" --dma "0x12F70,1548" --compress "9-14,28-END" --threads 4 compressing oot ntsc 1.0 --in "path/to/in.z64" --out "path/to/out.z64" --mb 32 --codec yaz --cache "path/to/cache" --dma "0x7430,1526" --compress "10-14,27-END" --threads 4 compressing mm usa --in "path/to/in.z64" --out "path/to/out.z64" --mb 32 --codec yaz --cache "path/to/cache" --dma "0x1A500,1568" --compress "10-14,23,24,31-END" --skip "1127" --repack "15-20,22" --threads 4 ``` ## Arguments ``` --in uncompressed input rom --out compressed output rom --matching attempt matching compression at the cost of some optimizations and reduced performance --mb how many mb the compressed rom should be --codec currently supported codecs yaz ucl lzo aplib * to use non-yaz codecs, find patches and code on my z64enc repo --cache is optional and won't be created if no path is specified (having a cache makes subsequent compressions faster) * pro-tip: linux users who don't want a cache to persist across power cycles can use the path "/tmp/z64compress" --dma specify dmadata address and count --compress enable compression on specified files --skip disable compression on specified files --repack handles Majora's Mask archives --threads optional multithreading; exclude this argument to disable it --only-stdout reserve stderr for errors and print everything else to stdout arguments are executed as they are parsed, so order matters! ``` ## Building I have included shell scripts for building Linux and Windows binaries. Windows binaries are built using a cross compiler ([I recommend `MXE`](https://mxe.cc/)). Alternatively, a Makefile-based build system is provided. Choose the target platform with `make TARGET=linux64|linux32|win32`, default is linux64. If building for windows with a cross compiler, specify the compiler executable with `make TARGET=win32 CC=/path/to/executable`.